So it's like Breakout meets Vampire Survivors? Really neat game, very addictive. None too big a fan of the theme music (buttrock isn't my thing) but that's a matter of personal tastes.
mammothplant
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Glad you liked it. My writing style is humorous, but I wouldn't say the game is intended as a parody or a deconstruction. A lot of earlygame dialogue was co-written by my old programmer Hex too, lol
Thanks for the feedback on the controller setup. You can remap the controls in-game, but we could change the default scheme if need be.
Sorry I missed your stream by the way! Was at work. Honored to be the only game you gave a perfect score (good taste).
schizo kino
reminds me of Ulillillia's Platform Masters, kind of. the game itself is rather frustrating to play, sadly.the fact that there's only one sound effect - for landing, of all things - AND that said sound effect is rather awkward and unfitting actually kind of adds to the schizo charm. it's an interesting game, for sure. I wouldn't call it good but it's certainly interesting.
-LOVE the music
-love the little details (the blood splattering on the walls during battles is fucking brilliant)
-love the pixel art...for the most part. battle sprites are gorgeous, the overworld looks rather amateur. then again, I'm one to talk lol
-based for referencing twin peaks
-writing is a bit, idk how to put it, predictable? it's pokemon but edgy and is actually about drugs; that gag has been done to death. granted, this is definitely far and away the most competent execution of that idea, and I get that it's not ACTUALLY a monclone, so touche
-battles kind of drag, but it's not quite as egregious as it is in some other RPGs, namely pokemon itself
overall, I like this a lot. I'm none too far into it, but this is already very very promising
Charming game, puzzles are clever and I like the little touches you added like how your character leaves a trail in the blue area that stays there after you fall (yeah I died a couple times in the blue area I'm stupid I know)
My only real suggestions are, as sndein said, you should add sound effects, and the exit of The Arena is open by default. Not sure if that's intentional or if you just forgot to make the puzzle mandatory.
Good work.
Window resolution has been a pain; you're not the first to complain about the weird way it acts. We'll get it to a decent place soon, trust me.
Fusion is based on type; you'll get a semi-random result that will always share at least one of the types with at least one of the monsters you fuse to get it.
We're also trying to get the hang of movement. You can run by pressing Shift, and I think that makes diagonal movement a bit more bearable.
Leon is supposed to be a bit of a wake up call for players, but maybe I did go a bit overboard.
Thank you for your feedback in general. Useful stuff.
Solid foundation; it's clear you put a lot of time and effort into this.
A couple things I noticed:
-Some of the flavor text goes offscreen, such as the description for Goliath monsters
-Hilariously, you can go out of bounds in the Hunter's Guild. Some of the wall tiles have no collision
-I experienced some MAJOR slowdown in the basement of the Ruins, but only occasionally. It seemed to go away when I went upstairs and didn't return when I came back down.
-A couple minor misspellings of words and phrases here and there. Since this game is text-heavy it might help to have someone proofread it
-Like others have said, the pixel art can be inconsistent at times
Gameplay is pretty solid. Good work.
Make the intro cutscene skippable. People want to get into gameplay right off the bat with these kinds of games, so forcing players to sit through a couple minutes' worth of exposition before pressing a single button isn't a wise choice.
Apart from that, I really liked what you have so far. The way you melded pretty much every single gameplay mechanic into one weapon is pretty genius; a lesser developer would have made the platform gun and the "shoot zombies" gun two separate things.
Good work.
Wasn't expecting this level of polish when I saw this game posted on /agdg/.
I don't have many complaints at all, this is damn good stuff. My only real gripes are:
- The game hands out subweapon points like hotcakes and the fact that every subweapon seems to use up only one doesn't really incentivize the player to use them creatively, as it's pretty easy to just spam them
- The boss fights could be a tad tedious; switching up their attack patterns a bit could be nice. Then again, this is presumably early-game content, so maybe it would be best to save more complex bosses for later on
- The soundtrack was a bit bland
Other than that, yeah I really like this. Keep it up
CHANGES SINCE PREVIOUS DD:
-Monsters now FINALLY learn skills upon levelup
-Choosing new skills for a fused monster has been nerfed a bit; you can now only choose up to three skills that the monster doesn't learn naturally
-Added a Volume/SFX Slider, also comes with screen resolution options (this one was long overdue I apologize)
-Added a couple monsters that can only be created through specific fusions